Last May I went to Camp Grounded.
It's kind of like Burning Man, except shorter, in the woods instead of the desert, and without any drugs or alcohol. Summer camp for grown-ups.
I just got a letter in the mail, one I had written by hand on the last morning of camp, addressed to me - my future self. It was enough to move me to fire up the old blog after nearly three years (oh god) of inactivity.
Dear Onyx,
I'm at camp. I don't know what to say, really. But I'll just keep writing till something comes out.
Just, good luck out there in the real world. Maybe we'll come back to camp sometime to try the next level. Maybe we'll be ready for a sweat lodge then. Or maybe we'll be learning the same lessons again, but deeper. What I really hope, though, is that you are inspired to be the person you felt glimmers of at camp, that singing, dancing, naturing, connecting, hugging, facilitating person doing what fills him up and then sharing that overflowing energy with the people around him.
You did make an impact, memorable positive traces in quite a number of people, even if you don't know who they are and they don't know you. You can have so much to give you don't need anything in return, you just want to share. When you drop the fear of rejection, the belief in unworthiness, nothing bad happens. You just feel better because you don't feel the pain of holding yourself back, just the soreness of new mental muscles you have not often exercised.
That sweat lodge. It sounds so scary. Maybe the sword needs more hammering before it is roasted and then plunged into the ice water. That's okay. There's no need to complete now. No need to finish the journey. Not every step has to be taken at once. The steps are useful because they each happen at a different time, and place.
I'm so glad to have a supportive, pretty wise subconscious for a teacher, if I may say so myself. Thank you. I love you. You are a great subconscious, by the way, and so many people would be lucky to have you.
I love you. It's okay.
I am grateful for the relationship we have, verbal mind to visual, intuitive, creative, insightful, elegant, brilliant, sensitive, loving, visionary, compassionate, and many other words, I'm sure. I'm so grateful to be sharing my life with you. We're going to live an amazing life together. It's going to be great, and terrible, but mostly great. I want to make space for you in our life, the space you need and deserve to flourish and make our life, and the lives of those around us, great.
Love,
Onyx
As I wrote the last paragraph, I found tears streaming down my face and I was struck by the tangible sense that there were two distinct beings inhabiting my consciousness and that they - we - were lovers. Verbal and nonverbal. Conscious and subconscious. Critical and creative. Masculine and feminine.
My nonverbal self had felt so trapped and neglected, and it took this intense, three-day camp experience to realize that I was being a bad boyfriend to my feminine self, and that I was suffering greatly for it.
Of course, awareness is only the first step. Only now, nine months later am I beginning to put into practice some of the tangible changes that I have been so desperately needing.
If you are wondering what may have happened in the last few years to cause such an imbalance in the first place, you may find some clues here and here. :p
Camp Grounded has another session coming up in May, if you'd like to experience it for yourself. Sadly, this may be the final session of Camp Grounded, as the founder, Levi Felix (aka Fidget) succumbed to brain cancer earlier this year.
If you're at all interested, make sure to sign up soon!
See you there. ;)
Showing posts with label play. Show all posts
Showing posts with label play. Show all posts
2017/02/18
2013/02/04
Linden Lab and LEGO
Now that I'm working at Linden Lab, I'm spending a lot of time thinking about creativity software and discussing ideas, and sometimes I'll even come up with something worth sharing on my blog! :) Just keep in mind that this is me talking, and what I say here is not an official pronouncement from Linden Lab.
Talking with a coworker at lunch today, I realized that LEGO is a perfect example of sort of "shared creative spaces" that Linden Lab is trying to make. When it comes to LEGO, playing is creating, there is very little room on the pyramid devoted to pure consumption, shopping, or decorating - it quickly ramps on to full-blown creation. There is also very little inaccessible expert territory at the top - even the amazingly ambitious stuff that people create feels accessible, like you could have done that too if you put enough time into it. That's what "high skill floor, low skill ceiling" means.
And why is this? A significant part of it is that everyone understands LEGO bricks and how they fit together. Very little ramp-up is required to become fluent. Easy to learn, and well, pretty easy to master too. And yet it is not trivial. You can do so much with it, both in terms of building things and in terms of playing with the things that you build. It's important to remember that make-believe play with and within the things you build are also a significant part of the experience of LEGO. Most kids will spend as much time acting out imaginary adventures and battles as they do building them! Of course, different people will focus on different things - I happened to be more of a builder than a storyteller, but I still liked that my creations stood as evocative worlds that could imply stories or scenarios, whether or not I actually acted them out.
LEGO also excels at making the creation process fun in itself, as gameplay. I realized this when introducing a six-year-old to LEGO for the first time, examining my own experience with a game designer's eye. I discovered that building something with LEGO, especially building a model from instructions, is very similar to playing a hidden object game, in terms of the skills exercised.
To read LEGO instructions, which have no words, is to play a spot-the-difference game between the image of each step and the next, to see what has changed, identify the pieces involved, and imagine how you will put them there. You might not think that takes much skill at all, but you would be amazed at the performance gap between a six-year-old who has never seen LEGO instructions before and a twenty-something-year-old with an entire childhood of LEGO experience.
Similarly, once you know what pieces you want, you must play a hidden object game where you visually pick out the specific pieces from a cluttered jumble of dozens if not hundreds of other pieces, recognizing them from any angle, partially obscured or otherwise. I could see those pieces like an eagle spotting a mouse from high above the savannah, while my six-year-old apprentice took much longer, often to the point of giving up and asking for me to help.
Then of course there is the mechanical process of snapping the pieces together, which is not very sophisticated, as far as gameplay goes (though try teaching a robot to do that!) but is still a skill to be learned, and has a very satisfying payoff (click!).
This all may seem trivial, and not worth thinking about, but when you are making a digital game, you don't get any of this for free. Dragging an image onto another image is not equivalent to mechanically snapping in a plastic spear into a plastic hand, and choosing a brick from a menu is not equivalent to searching for a brick in a jumbled pile on the floor. I think it's very much worth thinking about.
The interesting thing is, while we're making comparisons with spot-the-difference and hidden-object gameplay, I actually find building with LEGO more fun than the computer games that cater exclusively to this activity. To me, searching for a LEGO piece that I can actually then use to build with is so much more interesting and rewarding than searching for a random piece of junk in a list in a hidden object scene that I will end up using in an arbitrary puzzle in a generic mystery adventure story. I think creative tools can be more fun than those things we call strictly "games", at least for people like me, and I don't think we should shoot for anything less.
Talking with a coworker at lunch today, I realized that LEGO is a perfect example of sort of "shared creative spaces" that Linden Lab is trying to make. When it comes to LEGO, playing is creating, there is very little room on the pyramid devoted to pure consumption, shopping, or decorating - it quickly ramps on to full-blown creation. There is also very little inaccessible expert territory at the top - even the amazingly ambitious stuff that people create feels accessible, like you could have done that too if you put enough time into it. That's what "high skill floor, low skill ceiling" means.
And why is this? A significant part of it is that everyone understands LEGO bricks and how they fit together. Very little ramp-up is required to become fluent. Easy to learn, and well, pretty easy to master too. And yet it is not trivial. You can do so much with it, both in terms of building things and in terms of playing with the things that you build. It's important to remember that make-believe play with and within the things you build are also a significant part of the experience of LEGO. Most kids will spend as much time acting out imaginary adventures and battles as they do building them! Of course, different people will focus on different things - I happened to be more of a builder than a storyteller, but I still liked that my creations stood as evocative worlds that could imply stories or scenarios, whether or not I actually acted them out.
LEGO also excels at making the creation process fun in itself, as gameplay. I realized this when introducing a six-year-old to LEGO for the first time, examining my own experience with a game designer's eye. I discovered that building something with LEGO, especially building a model from instructions, is very similar to playing a hidden object game, in terms of the skills exercised.
To read LEGO instructions, which have no words, is to play a spot-the-difference game between the image of each step and the next, to see what has changed, identify the pieces involved, and imagine how you will put them there. You might not think that takes much skill at all, but you would be amazed at the performance gap between a six-year-old who has never seen LEGO instructions before and a twenty-something-year-old with an entire childhood of LEGO experience.
Similarly, once you know what pieces you want, you must play a hidden object game where you visually pick out the specific pieces from a cluttered jumble of dozens if not hundreds of other pieces, recognizing them from any angle, partially obscured or otherwise. I could see those pieces like an eagle spotting a mouse from high above the savannah, while my six-year-old apprentice took much longer, often to the point of giving up and asking for me to help.
Then of course there is the mechanical process of snapping the pieces together, which is not very sophisticated, as far as gameplay goes (though try teaching a robot to do that!) but is still a skill to be learned, and has a very satisfying payoff (click!).
This all may seem trivial, and not worth thinking about, but when you are making a digital game, you don't get any of this for free. Dragging an image onto another image is not equivalent to mechanically snapping in a plastic spear into a plastic hand, and choosing a brick from a menu is not equivalent to searching for a brick in a jumbled pile on the floor. I think it's very much worth thinking about.
The interesting thing is, while we're making comparisons with spot-the-difference and hidden-object gameplay, I actually find building with LEGO more fun than the computer games that cater exclusively to this activity. To me, searching for a LEGO piece that I can actually then use to build with is so much more interesting and rewarding than searching for a random piece of junk in a list in a hidden object scene that I will end up using in an arbitrary puzzle in a generic mystery adventure story. I think creative tools can be more fun than those things we call strictly "games", at least for people like me, and I don't think we should shoot for anything less.
2009/03/11
Instant AI - Just Add People
Even today, in the age of the Wii, video games still have a predominantly male image. To explain this historic lack of games that appeal to girls, many people point to the extremely high complexity of social or emotional systems compared to the movement of objects and projectiles. Making Space Invaders is a lot easier than making an interactive adaptation of Pride and Prejudice.This may be true, but this complexity gap need not stop us any longer. Why bother simulating any social or emotional nuances when real live humans are so easy to co-opt into willing participants in a social space facilitated by web technology? Don't waste your time writing advanced AI, just use people.
Say you have some item, like a virtual item in a game. If you are making a social game, you might be tempted to try directly specifying its effects on a player's social network. This would be hard to do effectively. But if instead you structure your players' social interaction and communication to meaningfully involve and be affected by this virtual item, these players will construct a much more nuanced meaning for it themselves. There is no need to abstract it away.
Provide opportunities for the players to create significance themselves out of the elements you provide. Come to think of it, this approach can even apply outside of social games, sort of like how Tale of Tales would like to see more games as instruments.
Now I think that abstracted formal simulations of social dynamics have their place, particularly for educational purposes or to illustrate a certain point. But I wonder if either of these goals might still be compatible with the structured socialization approach, using real players. It's an interesting idea. How far can you go in simplifying these interactions and dynamics before people are unable or unwilling to play in your world?
*image from the excessively cute and catchy Less Than Three*
2007/10/24
MySpace, Miis, Motivation
Just as some background so you can see why I'm talking about this, I've done a bit of work trying to teach game programming to kids - teenagers, really - and it's not easy. Thinking of how to make education more effective is a consideration that's often in the back of my mind.
I think that if you want to motivate kids to work on creating games, or anything else really, it's essential to give the project meaning by having them publish their creations where their peers can see.
Social networking sites like MySpace are very popular - you might even say a ubiquitous phenomenon in schools (just my own observation) - and help provide meaning and motivation for other activities. So if a project fulfills a role in that social context, the kids will be happy to do it. If it will make them more popular, or special, or somehow feels like an accomplishment within the metagame of a social networking site, then they'll want to do it. Otherwise, it's just work.
Reading the excellent Miniature Gardens & Magic Crayons again, I realized that games like The Sims, as well as Nintendo's Mii Channel, might be compelling to non-gamers partly because they can be used to explore and make statements about social networks. Both the virtual doll house game The Sims and the feature of the Nintendo Wii that allows one to recreate people's likenesses as virtual Mii dolls are appealing to people who don't normally play video games. I would guess that these people are not playing for the same reasons that typical gamers do. Instead I imagine that for the average person, creating and playing with representations of their friends (or enemies, or celebrities, or whatever) is an activity motivated by social concerns - a subset of those activities involved with socializing, exploring where one stands in relation to other people, and making statements about how one views these relationships. The fact that these are video games is almost irrelevant
The game industry is very used to thinking about things in terms of games - game reviewers for the most part agree on what makes a good game, and they all basically think about games in the same way. But that way is not going to help them think about why people like The Sims or the Wii.
Fortunately, a few people are thinking differently, and the creators of Habbo Hotel are a good example. I'd really recommend reading this report of Sulka Haro's keynote about Habbo Hotel - I found it very interesting and inspiring. There was one quote in particular I found very interesting, about the fact that tons of the mostly-teenage players of Habbo Hotel spend their time playing make-believe, roleplaying activities and roles that the game itself doesn't support: "If you look, little kids will play for hours... but teenagers are reaching the age where that's not socially allowed anymore. We're providing an environment where that's OK."
As an example given by the article, there are people who pretend to be horses, and then other people pretend to pet them! That's crazy, I don't even know how that would work! But apparently people do it. And another thing that was mentioned was how the players are often very concerned with keeping Habbo Hotel a private place separate from their parents - it would be too embarrassing otherwise, I imagine. Again, my mind is flashing back to Miniature Gardens.
Well, I seem to have drifted far from my original topic, which was about how to motivate kids to work on projects in an educational context. But this is all good stuff, and I would have wanted to get to it in a blog post sooner or later. I don't really have any conclusions to make at this point, so consider this food for thought.
And about the one-blog-post-a-week thing, I've just been so busy with school that I can't spare the time, seriously. It has turned out to be more difficult than I expected to turn my quick notebook entries into interesting, coherent blog posts. I'll keep trying though. Thanks for reading.
I think that if you want to motivate kids to work on creating games, or anything else really, it's essential to give the project meaning by having them publish their creations where their peers can see.
Social networking sites like MySpace are very popular - you might even say a ubiquitous phenomenon in schools (just my own observation) - and help provide meaning and motivation for other activities. So if a project fulfills a role in that social context, the kids will be happy to do it. If it will make them more popular, or special, or somehow feels like an accomplishment within the metagame of a social networking site, then they'll want to do it. Otherwise, it's just work.
Reading the excellent Miniature Gardens & Magic Crayons again, I realized that games like The Sims, as well as Nintendo's Mii Channel, might be compelling to non-gamers partly because they can be used to explore and make statements about social networks. Both the virtual doll house game The Sims and the feature of the Nintendo Wii that allows one to recreate people's likenesses as virtual Mii dolls are appealing to people who don't normally play video games. I would guess that these people are not playing for the same reasons that typical gamers do. Instead I imagine that for the average person, creating and playing with representations of their friends (or enemies, or celebrities, or whatever) is an activity motivated by social concerns - a subset of those activities involved with socializing, exploring where one stands in relation to other people, and making statements about how one views these relationships. The fact that these are video games is almost irrelevant
The game industry is very used to thinking about things in terms of games - game reviewers for the most part agree on what makes a good game, and they all basically think about games in the same way. But that way is not going to help them think about why people like The Sims or the Wii.
Fortunately, a few people are thinking differently, and the creators of Habbo Hotel are a good example. I'd really recommend reading this report of Sulka Haro's keynote about Habbo Hotel - I found it very interesting and inspiring. There was one quote in particular I found very interesting, about the fact that tons of the mostly-teenage players of Habbo Hotel spend their time playing make-believe, roleplaying activities and roles that the game itself doesn't support: "If you look, little kids will play for hours... but teenagers are reaching the age where that's not socially allowed anymore. We're providing an environment where that's OK."
As an example given by the article, there are people who pretend to be horses, and then other people pretend to pet them! That's crazy, I don't even know how that would work! But apparently people do it. And another thing that was mentioned was how the players are often very concerned with keeping Habbo Hotel a private place separate from their parents - it would be too embarrassing otherwise, I imagine. Again, my mind is flashing back to Miniature Gardens.
Well, I seem to have drifted far from my original topic, which was about how to motivate kids to work on projects in an educational context. But this is all good stuff, and I would have wanted to get to it in a blog post sooner or later. I don't really have any conclusions to make at this point, so consider this food for thought.
And about the one-blog-post-a-week thing, I've just been so busy with school that I can't spare the time, seriously. It has turned out to be more difficult than I expected to turn my quick notebook entries into interesting, coherent blog posts. I'll keep trying though. Thanks for reading.
Related:
metaverse,
motivation,
play
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